A Design Method for People-Oriented Programming

Author(s):  
Steve Goschnick

The miniature Raspberry Pi computer has become of interest to many researchers as a platform for building sociotechnical IoT systems for end-users; however, for the end-user to design and build such apps themselves requires new people-oriented tools and design methods. This chapter describes a people-oriented design method called TANDEM and demonstrates the use of it in detail, by way of a case study—the design of a mashup of services and local data stores—that solves the so-called movie-cinema problem. An implementation of the newly designed movie-cinema app is then built within the DigitalFriend, an end-user programmer IDE. Furthermore, a significant part of the TANDEM design method is then automated within the development tool itself. This automation removes the most skilled task required by TANDEM of the end-user: the automation of the process of data normalization. The automation applies data normalization to the initial model of components and data sources that feed into the mashup. The presentation here relies on some understanding of data normalization, so a simple example is presented. After this demonstrated example of the method and the implementation, the authors discuss the applicability of a model achievable by end-users using TANDEM coupled with the automated normalization process built into the IDE vs. using a top-down model by an experienced information analyst. In conclusion, the TANDEM method combined with the automation as demonstrated does empower an end-user to a significant degree in achieving a workable mashup of distributed services and local data stores and feeds. Such a powerful combination of methods and tools will help the Raspberry Pi to become a significant people-oriented platform, beyond just a platform for teaching novices to code. Furthermore, the TANDEM method does have broader applicability to designing a broad class of logic programs, complementing the use of collected patterns in logic programs.

2012 ◽  
Vol 2 (1) ◽  
pp. 16-52
Author(s):  
Steve Goschnick

Mashups are newly envisaged applications, made up from local information sources and processes, Web services and other distributed resources, bound together technically in some way. Interactive Development Environments (IDE) used to build mashups are becoming more accessible to end-user programmers. Design methods that end-users may apply to a given problem addressed by a mashup, are much less prevalent. This paper describes an end-user-friendly design method called TANDEM and demonstrates the use of it in detail, by way of an example: the design of a mashup of services that solves the so-called movie-cinema problem. An implementation of the newly designed movie-cinema app is then built within the DigitalFriend, an end-user programmer IDE. Furthermore, a significant part of the TANDEM design method, is then automated within the development tool itself. This automation removes the most skilled task required by TANDEM of the end-user: the automation of the process of Data Normalization. The automation applies data normalization to the initial model of components and data sources that feed into the mashup. The presentation here relies on some understanding of Data Normalization, so a simple example is presented. After this demonstrated example of the method and the implementation, the paper discusses the applicability of a model achievable by end-users using TANDEM coupled with the automated normalization process built into the IDE, versus, using a top-down model by an experienced information analyst. In conclusion, the TANDEM method combined with the automation as demonstrated, does empower an end-user to a significant degree in achieving a workable mashup or distributed application. And furthermore, the TANDEM method does have broader applicability to designing a broad class of logic programs, complementing the use of collected patterns in logic programs.


2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
S Houwaart

Abstract End-user (e.g. patients or the public) testing of information material is becoming more common in the German public health care system. However, including the end-user (in this case patients) in an optimisation process and thus enabling a close collaboration while developing PIMs is still rare. This is surprising, given the fact that patients provide the exact perspective one is trying to address. Within the isPO project, a patient organization is included as a legal project partner to act as the patient representative and provide the patient's perspective. As such, the patient organization was included in the PHR approach as part of the PIM-optimisation team. During the optimisation process, the patients gave practical insights into the procedures of diagnosing and treating different types of cancer as well as into the patient's changing priorities and challenges at different time points. This was crucial information for the envisioned application of the individual PIMs and their hierarchical overview. Moreover, the developed PIM-checklist enabled the patients to give detailed feedback to the PIMs. With their experience of being in the exact situation in which the PIMs will be applied, their recommendations, especially on the wording and layout of the materials, have been a valuable contribution to the PIM optimisation process. In this part of the seminar, we will take a closer look at the following skill building aspects: What is gained from including patients as end-users in the development and optimization of PIM?How can we reach patients to contribute to a PIM optimization process? Which requirements and prerequisites do patients have to provide to successfully work on an optimisation team?How to compromise and weigh opinions when different ideas occur? Altogether, this part will construct a structured path of productive patient involvement and help to overcome uncertainties regarding a collaboration with patient organizations.


2021 ◽  
Author(s):  
Srivatsan Krishnan ◽  
Behzad Boroujerdian ◽  
William Fu ◽  
Aleksandra Faust ◽  
Vijay Janapa Reddi

AbstractWe introduce Air Learning, an open-source simulator, and a gym environment for deep reinforcement learning research on resource-constrained aerial robots. Equipped with domain randomization, Air Learning exposes a UAV agent to a diverse set of challenging scenarios. We seed the toolset with point-to-point obstacle avoidance tasks in three different environments and Deep Q Networks (DQN) and Proximal Policy Optimization (PPO) trainers. Air Learning assesses the policies’ performance under various quality-of-flight (QoF) metrics, such as the energy consumed, endurance, and the average trajectory length, on resource-constrained embedded platforms like a Raspberry Pi. We find that the trajectories on an embedded Ras-Pi are vastly different from those predicted on a high-end desktop system, resulting in up to $$40\%$$ 40 % longer trajectories in one of the environments. To understand the source of such discrepancies, we use Air Learning to artificially degrade high-end desktop performance to mimic what happens on a low-end embedded system. We then propose a mitigation technique that uses the hardware-in-the-loop to determine the latency distribution of running the policy on the target platform (onboard compute on aerial robot). A randomly sampled latency from the latency distribution is then added as an artificial delay within the training loop. Training the policy with artificial delays allows us to minimize the hardware gap (discrepancy in the flight time metric reduced from 37.73% to 0.5%). Thus, Air Learning with hardware-in-the-loop characterizes those differences and exposes how the onboard compute’s choice affects the aerial robot’s performance. We also conduct reliability studies to assess the effect of sensor failures on the learned policies. All put together, Air Learning enables a broad class of deep RL research on UAVs. The source code is available at: https://github.com/harvard-edge/AirLearning.


Energies ◽  
2020 ◽  
Vol 13 (24) ◽  
pp. 6674
Author(s):  
Sebastian Hoffmann ◽  
Fabian Adelt ◽  
Johannes Weyer

This paper presents an agent-based model (ABM) for residential end-users, which is part of a larger, interdisciplinary co-simulation framework that helps to investigate the performance of future power distribution grids (i.e., smart grid scenarios). Different modes of governance (strong, soft and self-organization) as well as end-users’ heterogeneous behavior represent key influential factors. Feedback was implemented as a measure to foster grid-beneficial behavior, which encompasses a range of monetary and non-monetary incentives (e.g., via social comparison). The model of frame selection (MFS) serves as theoretical background for modelling end-users’ decision-making. Additionally, we conducted an online survey to ground the end-user sub-model on empirical data. Despite these empirical and theoretical foundations, the model presented should be viewed as a conceptual framework, which requires further data collection. Using an example scenario, representing a lowly populated residential area (167 households) with a high share of photovoltaic systems (30%), different modes of governance were compared with regard to their suitability for improving system stability (measured in cumulated load). Both soft and strong control were able to decrease overall fluctuations as well as the mean cumulated load (by approx. 10%, based on weekly observation). However, we argue that soft control could be sufficient and more societally desirable.


Author(s):  
Nitin Vishnu Choudhari ◽  
Dr. Ashish B Sasankar

Abstract –Today Security issue is the topmost problem in the cloud computing environment. It leads to serious discomfort to the Governance and end-users. Numerous security solutions and policies are available however practically ineffective in use. Most of the security solutions are centered towards cloud technology and cloud service providers only and no consideration has been given to the Network, accessing, and device securities at the end-user level. The discomfort at the end-user level was left untreated. The security of the various public, private networks, variety of devices used by end-users, accessibility, and capacity of end-users is left untreated. This leads towards the strong need for the possible modification of the security architecture for data security at all levels and secured service delivery. This leads towards the strong need for the possible adaption of modified security measures and provisions, which shall provide secured hosting and service delivery at all levels and reduce the security gap between the cloud service providers and end-users. This paper investigates the study and analyze the security architecture in the Cloud environment of Govt. of India and suggest the modifications in the security architecture as per the changing scenario and to fulfill the future needs for the secured service delivery from central up to the end-user level. Keywords: Cloud Security, Security in GI Cloud, Cloud Security measures, Security Assessment in GI Cloud, Proposed Security for GI cloud


2004 ◽  
Vol 4 (2) ◽  
pp. 111-123 ◽  
Author(s):  
Peter Goldsmith ◽  
Karen Bender

Dynamics in the global food system, along with a cascade of technologies, drive demands for capturing information and sharing information vertically within the supply chain. Food safety, genetic engineering, and animal welfare all have contributed to the need for enhanced information flow within the supply chain. Identity preservation in grains and oilseeds is an emerging issue that may influence the structure of agriculture in the longer term. This research addresses the following questions. While demand for high-information grains appears to be growing, where and how along the supply chain is the value created and captured? Though it appears that the economy demands ever-increasing amounts of differentiation, why do opportunities for producers and life science companies to create and capture significant new sources of value remain elusive? To answer these questions needs assessments were conducted with grain procurement executives. Their responses reveal the "buyer's calculus" where buyers balance investment in specific relationship assets with the market uplift or risk mitigation return it generates. Buying from a competitively structured industry has numerous benefits. There is a "cost" or tradeoff leaving the spot market procurement model in favor of a relationship-based model; hence the calculus. The current equilibrium state reflects the current risk-adjusted value proposition suppliers deliver to end users. Though end-user benefits are on the horizon with the next generation of biotechnologies, their emergence is insufficient to guarantee farmers and life science greater returns. End users will always balance the risk mitigation and market uplift features of a supply offering with the risks of narrowing their supply base. To drive value up the chain, suppliers need to shift away from focusing solely on the products of the future and focus on the technologies, delivery systems, and organizational models that, when bundled with new products solve problems and make end users more competitive.


2018 ◽  
Author(s):  
Hwayoung Cho ◽  
Dakota Powell ◽  
Adrienne Pichon ◽  
Jennie Thai ◽  
Josh Bruce ◽  
...  

BACKGROUND Mobile health (mHealth) apps have the potential to be a useful mode of delivering HIV prevention information, particularly for young men (13-24 years) who account for 21% of new HIV diagnoses in the United States. We translated an existing evidence-based, face-to-face HIV prevention curriculum into a portable platform and developed a mobile Web app: MyPEEPS Mobile. OBJECTIVE The purpose of this study was to assess the usability of MyPEEPS Mobile from both expert and end user perspectives. METHODS We conducted a heuristic evaluation with five experts in informatics to identify violations of usability principles and end user usability testing with 20 young men aged 15 to 18 years in New York, NY, Birmingham, AL, and Chicago, IL to identify potential obstacles to their use of the app. RESULTS Mean scores of the overall severity of the identified heuristic violations rated by experts ranged from 0.4 and 2.6 (0=no usability problem to 4=usability catastrophe). Overall, our end users successfully completed the tasks associated with use case scenarios and provided comments/recommendations on improving usability of MyPEEPS Mobile. The mean of the overall Post-Study System Usability Questionnaire scores rated by the end users was 1.63 (SD 0.65), reflecting strong user acceptance of the app. CONCLUSIONS The comments made by experts and end users will be used to refine MyPEEPS Mobile prior to a pilot study assessing the acceptability of the app across diverse sexual minority young men in their everyday lives.


2021 ◽  
Author(s):  
◽  
Amardeep Mohanlal Dugar

<p>'Tangible lighting controls' is used as an umbrella term to describe lighting control systems that are easy to understand and pleasurable to use by end-users. The crucial question posed is, what is the nature of interface designs sought by end-users for maximising interaction with lighting control systems? The manner in which this question is posed implies a fundamental assumption that improved usability and end-user experience are the primary goals. The concept of end-user understanding of lighting control interfaces is proposed as a basis for improving the usability and end-user experience of lighting control interfaces. Usability engineering methods involving survey research, experimental mock-ups and prototyping have been used to enable end-users to design and evaluate lighting control interfaces. The essential difference is to include end-users' point of view about ease of understanding control functions and pleasure of performing control tasks along with a technical point of view about meeting required standards. Manufacturers' claims about the effectiveness of existing lighting control interfaces are challenged, and an entirely different way of thinking about interface design is revealed. Such a change of thinking may be seen as a new framework for improved designs of lighting control interfaces as well as evaluation of their usability and end-user experience.</p>


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Abdulsalam Alammari ◽  
Salman Abdul Moiz ◽  
Atul Negi

AbstractThe reduced service cost offered by Sensing and Actuation as a Service paradigm, particularly in Internet of Things (IoT) era, has encouraged many establishments to start without worrying about having their own infrastructure. Such a paradigm is typically managed by a centralized cloud service provider. Fog paradigm has emerged as a mini-cloud that if designed with care to assist the cloud, together will achieve better performance. This article introduces a layered fog architecture called Sensors and Actuator Layered Fog Services Delivery (SALFSD) for IoT ecosystems. The significance of SALFSD is being fault resistant; it dynamically reassigns tasks of the failed node to the nearest active node to maintain the network connection. Besides, SALFSD monitors end users pre-specified cases closer to the physical devices hired by end users to fasten generating the actuation commands. Such node may offload its monitoring responsibility to its parent node in case it is overloaded. SALFSD is evaluated using Yet Another Fog Simulator in different scenarios (numbers of users, sensors, actuators, and areas). A comparison was made for Sensing and Actuating as a Service (SAaaS) with/without layered fog, and layered fog with/without (failure reassignment, pre-specified cases in fog nodes, and offloading). The comparison was conducted in terms of computing/communication latencies and the number of missed messages for both observations and actuation commands. Results show that failure reassignment prevented losing messages and maintained network connectivity. Also, wisely selecting the monitoring fog node per end user pre-specified cases and the offloading scheme decreased actuation latency.


2021 ◽  
Author(s):  
Gayl Humphrey ◽  
Joanna Chu ◽  
Rebecca Ruwhui-Collins ◽  
Stephanie Erick ◽  
Nicki Dowling ◽  
...  

BACKGROUND Many people experiencing harms and problems from gambling do not seek treatment from gambling treatment services due to numerous personal and resource barriers. Mobile health (mHealth) interventions are widely used across a diverse range of health care areas and by various population groups, but there are few in the gambling harm field, despite their potential as an additional modality for the delivery of treatment. OBJECTIVE This study aims to understand the needs, preferences and priorities of people experiencing gambling harms or problems who are potential end-users of a cognitive behavioural therapy (CBT) mHealth intervention (based on the GAMBLINGLESS web-based intervention) to inform design features and functions. METHODS Drawing on a mixed-methods approach, we used the creators and domain experts to review the GAMBLINGLESS web-based online program and convert it into a prototype for a mobile phone-based intervention. Each module was reviewed against the original evidence-base to ensure that the changes maintained the fidelity and conceptual integrity intended and to ensure that there were no gaps. Early wireframes, design ideas (look, feel and function) and content examples were to be developed using multi-modalities, to help initiate discussions and ideas with end-users. Using an iterative co-creation process with a Young Adult, a Māori and a Pasifika Peoples group, all with experiences of problem or harmful gambling, we undertook six focus groups; two cycles per group. During each focus group, participants identified preferences, features, and functions for inclusion in a final design of the mHealth intervention and its content. RESULTS Over three months, the GAMBLINGLESS web-based intervention was reviewed and remapped from four modules to six. This revised program is based on the principles underpinning the Transtheoretical Model, in which it is recognised that some end-users will be more ready to change than others, change is a process than unfolds over time, a non-linear progression is common, and that different intervention options may be required by end-users across the stages of change. Two cycles of focus groups were then conducted, with a total of 30 unique participants (13 Māori, 9 Pasifika and 8 Young Adults) at the first sessions and 18 participants (7 Māori, 6 Pasifika and 5 Young Adults) at the second sessions. Using prototype examples that demonstrably reflected the focus group discussions and ideas, the features, functions and designs for the Manaaki app were finalised. Aspects such as personalisation, cultural relevance, and being positively framed were key attributes identified. Congruence of the final app attributes with the conceptual frameworks of the original program was also confirmed. CONCLUSIONS Those who experience gambling harms may not seek help from current treatment providers and as such, finding new modalities to provided treatment and support are needed. mHealth has the potential to deliver interventions direct to the end-user. Weaving underpinning theory and existing evidence of effective treatment with end-user input into the design and development of the mHealth intervention does not guarantee success. However, it does provide a foundation for framing the mechanism, context and content of the intervention and arguably provides a greater chance of demonstrating effectiveness.


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